Help with kitting out Epic ships

By Talonbane Cobra, in X-Wing Epic Play

Hello, I have searched and read a few threads to find some help, but nothing really stood out.

I have both Rebel and Imperial epic kits and all i've ever done with them is the campaigns (which were fun) I'd really like to try at least one epic game before i get shot of all my dials and upgrade cards, but the thing is I find trying to chose which upgrades to use on which ships and how much / little to spend on them very difficult with no experience of the game really.

So i'm looking for basically some advice on how many points to spend, if I should have a game with both epic ships on each side? Rebel vs Imp, which upgrades are good, some examples of builds that are good for each ship, etc? How many points per side to go for if using both Epics.

I have quite a lot of small sized ships so also some suggestions of formations that work well in epic.

Pretty much i'm being lazy and want to set up a quick game for me and a mate to enjoy with some relatively well balanced Imp and Rebel list. Pls help.

Thanks,

Glen x

Around 125-135 pts on the corvettes.

I like to keep the transports/gozantis under 60 pts.

In the 300 pt tourney rules 1 epic is required in each list, but you don't -have- to in casual. Still should though imo.

I stick to formations of 3-4 of the same ship. x wings, gunboats, defenders, tie sfs, ordnance z95s, y wings, and tie bombers (with unguided rockets and lightweight frame) can really shine here.

Single use defensive modifiers don't go as far as modifiers that are always "on", so use more autothrusters and sensor jammers less "once per round" stuff.

Ps4-6 generics are king. Aces will generally get focussed down too fast for their points with that many arcs on table.

But don't discount a massive amount of ps2 generics.

Edited by Dabirdisdaword

Im going to say @Dabirdisdaword has pretty much nailed the basics. Some things to think about though are a lot of things that are great in standard are bad in epic while the reverse is also true. So many ships means you cannot dodge all arcs and focus & evade only goes so far against 4-5 attacks.

PS 4 Y-Wings or PS 5 Tie Bombers with Ion torpedos are great. The target rich environment of epic means area of effect weapons start to really shine. Plus, Huge Ships are already energy starved so if you can hit them with 1-2 ions per round, you basically nullify them.

Generic X-Wings (T-65 and T70) with their 3 attack dice do a lot of damage while not really drawing too much attention.

Etahn A'Baht is amazing, keep him cheap, keep him back at range 3 and let your other ships do the work.

For your corvettes, the CR-90 has the best range of any ship. Put long range guns on it and fly it close to your side of the board. (Practice huge ship maneuvers. They like to fish tail the back end around when turning so dont fly off the mat). It has several crew/treams that give it dice mods. Also, flying Roark Garnet nearby in a HWK allows it to shoot all its guns at PS 12.

I find the Raider is better when loaded up with ordnance tubes and flying in a bit closer. The Impetuous title and several upgrades help it get target locks and firing ordnance lets you keep its energy for recover or other actions.

Keeo things as lightly loaded as possible. You will lose ships early so dont put your eggs in one basket. The more guns yiu can bring, the better.

Also, named Tie Fighters, Mauler, Nightbeast, Backstabber, etc all are cheap and have great abilities and match up well if you bring a Gozanti and drop them off in the middle of the fray.

Edited by pickirk01

Thanks guys, some good stuff to think about.

Late-ish reply.

I've had a bunch of fun with this Raider:

  • Raider (fore) (Quad Laser Cannons) (56) 
  • Raider (aft) (Instigator, Tactician, Shield Technician, Quad Laser Cannons, Quad Laser Cannons, IG-RM Thug Droids, Optimized Generators) (75) (total Raider: 131 points)

It's got a lot of shield regen from Instigator's bonus, and Shield Technician preventing you from having to spend all it's energy on shields. The Quad Laser Cannons throw out a massive amount of fire (and Stress!), even if they miss a lot, but I guess one (one of the rear ones?) could perhaps be an Ion Cannon battery, both for range, and since the Raider doesn't come with 3x QLC. Adding Tibana Gas Supplies might be nice, depending on the points in the rest of the squad.

I'm sure Torpedos/Missiles are good too, but there's something nice about not having to get target locks.